Samurai Shodown 3/Rimururu: Difference between revisions
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'''Easy back hit loop:''' [5B xx 412A]xN<br> | '''Easy back hit loop:''' [5B xx 412A]xN<br> | ||
Walk forward between reps. This’ll take a while, but it’s consistent. They’re in enough hitstun to add a jC after the puddle if you’re thirsty for the damage. Note that if you put yourself in the corner behind a stunned Ukyo, his hurtbox will make n5B miss at point blank. Use puddle before circle stepping to avoid this. | Rimururu is blessed enough to consistently be able to do this after a back throw, too. Walk forward between reps. This’ll take a while, but it’s consistent. They’re in enough hitstun to add a jC after the puddle if you’re thirsty for the damage. Note that if you put yourself in the corner behind a stunned Ukyo, his hurtbox will make n5B miss at point blank. Use puddle before circle stepping to avoid this. | ||
'''Back hit quick kill:''' n.5B xx 2146C [stun], circle step j.C 5C xx 412A, 5C<br> | '''Back hit quick kill:''' n.5B xx 2146C [stun], circle step j.C 5C xx 412A, 5C<br> |
Revision as of 09:20, 18 July 2019
Introduction
It is customary for the priestesses in the village of Kamui Kotan to have an animal companion, as a sign of their oneness with nature. Everyone was confused and a little bit scared by the fact that Rimururu’s animal companion was actually a quasi-sentient ball of magical ice, but it doesn’t bother her too much.
Rimururu, Kamui Kotan’s second priestess, is overall a much simpler affair than her sister Nakoruru. Both Techniques share some excellent normals (albeit riddled with blind spots), her signature ice magic that can effectively lock people down, and some unorthodox movement and space control tools. When she finds the opening and scores a knockdown, she can use her effective command grab and okizeme tools to put people on the defensive. To top it all off, she has one of the simplest and most universal back hit combo loops in the game.
Slash, between the two Techniques, has to play a much more patient neutral game thanks to her severe lack of front-hitting combo tools. However, once she can force her opponent into the corner and score a knockdown, she can run some devastating setplay. Her opponent then has to deal with the somewhat counterintuitive but nevertheless terrifying mixup between Konru Memu and Konru Nonno, all sorts of pressure sequences, command grab tick throws, and aerial guard breaks.
Bust trades away the Marvel-style grime for a stronger combo game. Her tools give her a much more consistent gameplan focused on finding spots to deal damage, often with her Rupush Tum. This simpler objective and overall smaller supply of okizeme option makes Bust sound inferior, but her combination of greater damage output and more solid tools gives her all she needs to handily dominate the neutral.
Strengths | Weaknesses |
---|---|
|
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Stats
Damage taken | Rage rate | Rage duration | Throw startup | Deflect advantage | Deflect disadvantage modifier |
---|---|---|---|---|---|
105% | 87.5% | 4 sec | 14f | +32 | ±0 |
Normal Moves
Far Slashes
5A
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5B
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5C
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2A
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2B
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2C
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Near Slashes
n.5A
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n.5B
|
n.5C
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n.2A
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n.2B
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n.2C
|
Overheads
5BC
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u.5BC
|
Kicks
5D
|
6D
|
2D
|
3D
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Jumping Normals
j.A
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j.B
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j.C
|
j.D
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Dashing Normals
66A
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66B
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66C
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66D
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Unarmed Normals
u.5S
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u.2S
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uj.S
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u.66S
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Command Moves
Sankaku Tobi (Wall Jump)
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Special Moves
Universal
- 「Rupush Kuare」 - 236S (can be used unarmed)
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- 「Konru Memu」 - 412A (can be used unarmed)
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- 「Konru Shiraru」 - j.632A(~7/8/9) (can be used unarmed)
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- WFT「Rupush Kamui Emushi」 - 6321463214CD (can be used unarmed)
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Slash
- 「Rupush Tek Num: Chiu」 - 63214B (can be used unarmed)
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- 「Konru Nonno」 - 623A (can be used unarmed)
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- 「Kamui Shituki」 - 2146C (can be used unarmed)
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Bust
- 「Rupush Tek Num: Yaku」 - 63214D (can be used unarmed)
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- 「Rupush Tum」 - 6/3AB (can be used unarmed)
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- 「Upun Op」 - mash S (can be used unarmed)
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Strategy
Universal
Slash
Konru Nonno
Putting the opponent into a position where they have to crouch block Konru Nonno is extremely advantageous for Rimururu, since you have a lot of time to react to what the opponent responds with. If they got hit, follow up with j.C. If they block, command throw. If they chicken block, you can get a guaranteed guard break with 66B or 5C, both of which can be cancelled into Konru Memu to set up a situation where Rimururu has guaranteed answers to any defensive option the opponent takes. This is particularly powerful in her corner okizeme after landing a command grab, but you do have to alter your timing based on whether you expect your opponent to tech roll or not.
Bust
bust strategy
Combos
Slash
Front hit “combo”: n5B/66B xx 623A/412A
The cancel won’t combo, but if you land either of these moves they have to hold the mixup.
Easy back hit loop: [5B xx 412A]xN
Rimururu is blessed enough to consistently be able to do this after a back throw, too. Walk forward between reps. This’ll take a while, but it’s consistent. They’re in enough hitstun to add a jC after the puddle if you’re thirsty for the damage. Note that if you put yourself in the corner behind a stunned Ukyo, his hurtbox will make n5B miss at point blank. Use puddle before circle stepping to avoid this.
Back hit quick kill: n.5B xx 2146C [stun], circle step j.C 5C xx 412A, 5C
This will kill a lot faster than the easy loop, if you care about that sort of thing. The tricky part is making sure you’re at the right spacing to get the 5C after jC. Too far away and it’ll whiff, too close and you get n5C, which doesn’t combo all the way through on back hit.
Puddle stun combo: 412S 66B xx 2146C
With proper timing, it’s actually possible to confirm into 2146C using the puddle. If the opponent doesn’t block/wakes up on the puddle, you can followup with 66B xx 2146C for a guaranteed dizzy. If they block 412S, run up and command throw them. This has something to do with the opponent already being in hitstun/blockstun from the puddle prior to 66B connecting, and SS3 dealing with it in a weird way.
Bust
Back hit quick kill: n.5B xx 412A, 5C xx 3AB [stun], 5C
Walk forward just a little after 412A to ensure you’re at the right spacing for 5C. The rest is easy.
Front hit stun combo: 2D 2D 2D n5B xx 6AB
2D n5B link is frame perfect but allows Rimururu an attack that will either tick into a command throw or lead to a stun and thus a kill combo.
Front hit Zankuro ToD: 2D 2D 2D n.5B xx 6AB [stun] 412A [run forward] 2D 2D 2D 2D n.5B xx 6AB
Two frame perfect 2D n.5B links are required, but Zankuro’s immunity to backhit combos necessitates it if you want to put him down in one opening.